PASBL

Rotomotorz's Squad 20191026

Oct 26th, 2019
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  1. Rotomotorz - Level 3 Trainer - Leader of the None None-type Gym
  2. 10W/1L/3D (0.9090909090909091 Record)
  3. 30.0 KOs/3 SP/0 Reffings
  4. Badges: None
  5.  
  6. Plasma Boi - Genderless Rotom (3 AP) [HP Fighting]
  7. Bio: The mascot of Roto's squad, Plasma Boi is a fun loving and energetic Pokemon who frequently gets into mischief. Beneath all that, however, is a competitive spirit and the drive to support his team, and as such devised a new move that allows him to both support and cause mischief all in one.
  8. Signature Move - Roto Loto 2: Electric Boogaloo (Electric)
  9. Using significant energy, Plasma Boi sends a small surge of electricity through the arena, boosting one of Plasma Boi's stats by two stages at random before lying dormant. Each time a new ally Pokemon is released, the electricity will once again enpower that Pokemon, boosting one of their stats by two stages at random. One a layer has been applied, a second layer may be added. The second layer additionally causes the opposing Pokemon to suffer a two stage state drop to a stat at random, before lying dormant. Each time an opposing Pokemon is sent out, they will suffer a two stage stat drop at random. The electricity can be cleared by any moves that conventionally remove entry hazards.
  10.  
  11. Gear Boi - Genderless Klinklang (3 AP) [HP Ground]
  12. Bio: Gear Boi is a flexible Pokemon, knowing how to both play passively and aggressively as needed. Even though he can't use as many moves as some other Pokemon, he knows how to make the best of what he's got, and when he's not got enough, to make some more.
  13. Signature Move - Nut Blast (Steel/Electric)
  14. Using major energy, Gear Boi lobs a large hex nut at his opponent, dealing major damage. This attack counts as a physical projectile, pulling from Gear Boi's attack stat and targetting the foe's defense. This move can be either Steel or Electric typed.
  15.  
  16. Sword Boi - Male Aegislash (3 AP) [HP Fairy]
  17. Bio: Sword Boi has honed his favorite technique, the Shadow Claw, past its limits. What was once a weak and worthless move has been improved into a far superior technique befitting a powerful sword such as himself. Seriously why is Shadow Claw so bad like god damn
  18. Signature Move - Shadow Slice (Ghost)
  19. Sword Boi slices his opponent with a glowing purple sword, dealing major damage for major energy, and has a 20% chance of increasing Sword Boi's attack by one stage
  20.  
  21. High-Poly Boi - Genderless Porygon-z (6 AP) [HP Fighting]
  22. Bio: As a member of the Porygon line, High-Poly Boi possesses a wide variety of ranged attacks, but has always felt lacking in the close range department. Inspired by watching a certain Pokemon, he copied its technique in order to allow him to have a powerful new move that he can control the type of.
  23. Signature Training - Who Needs Memory (Physical)
  24. High-Poly Boi can now use Multi-Attack up to two times per battle.
  25.  
  26. Magnet Boi - Genderless Magneton (4 AP) [HP Ice] @Shuca Berry
  27. Bio: Magnet Boi is a simple, straightforward Pokemon, and enjoys simple and straightforward things. He's not a big fan of surprises, abd he prefer his opponents to be riddled with status to make them more preditable. Thus, with a little craftiness of his own, he's developed his own type of surprise for his opponents that allows him to focus on being a simple, straightforward Pokemon.
  28. Signature Training - Fine Cibbir you win (Fire)
  29. Magnet Boi can now use Inferno twice per match.
  30.  
  31. Chandelier Boi - Female Chandelure (4 AP) [HP Fighting]
  32. Signature Move - Wax Double (Fire)
  33. Using significant energy, Lamp Boi creates a wax double of herself. The wax double is indistinguishable in shape, but does not have any flame burning at the top. Lamp Boi can move the wax double at will and attack through it as if it were its own body, but attacks using the double cost 10% more energy. If the double takes solid or more damage, it explodes, dealing moderate damage to any nearby Pokemon and having a 30% chance to cause a burn.
  34.  
  35. Robot Boi - Genderless Golurk (5 AP) [HP Grass] @Soft Sand
  36. Bio: Robot Boi is a nice robot, but sometimes he can be a little slow. After he and his friends kept getting teased for being slow, he devised fun way to keep speed in his favor.
  37. Signature Move - To Room or not to Room (Psychic)
  38. Using Significant energy, Robot Boi set ups a weird pulse of energy, which creates a Trick Room for three turns, before dissipating into the ground. Any time a new Pokemon is switched, ally or not, the energy acts up. If Trick Room is already in effect, it is cancelled, if not, Trick Room is set up for another three turns. This move can be cleared by any moves that conventionally remove entry hazards.
  39.  
  40. Bronze Boi - Genderless Bronzong (4 AP) [HP Fighting]
  41. Bio: Bronze Boi likes to watch the sky, and is rather skilled a predicting the weather. Since his species is already pretty good at controlling the weather too, he figured he might as well go further beyond, plus ultra, to where no weatherman nor Bronzor has ever gone before, and now he can weather any weather, and he knows whether to weather the opponent with weather or whether to let them weather his non-weather attacks.
  42. Signature Training - γ€ŒWeather Forecast」 (Special/Status)
  43. Bronze Boi can now use Weather Ball and Hail. He additionally does not take damage from Hail.
  44. done
  45.  
  46. Anchor Boi - Genderless Dhelmise (4 AP) [HP Fire] @Miracle Seed
  47. Bio: As a giant anchor, Anchor Boi loves to fight people using his big fucking anchor. Unfortunately, not everyone likes to fight up close, so now he has devoted himself to making them fight at his range.
  48. Signature Move - Nautilus Hook (Grass)
  49. Using good energy, Anchor Boi shoots his anchor around his opponent before quickly pulling them towards him. The hook deals good damage on impact, and the pull has a good chance of interrupting Pokemon as they are dragged in. Pokemon up to 1.5x Anchor Boi's weight will be dragged into melee ranged, while heavier Pokemon will not be dragged as far, but are still susecptable to being interrupted. Repeated uses allow fornopponents to better brace themselves for the attack, rendering them less susecptable to being interrupted and reducing the distance they are dragged.
  50.  
  51. Shrimp Boi - Male Clawitzer (4 AP) [HP Grass]
  52. Bio: Shrimp Boi has a passion for battle which burns white hot. While others of his kind are content to live out their lives in the ocean, Shrimp Boi is different. He wants to get up get up get out there and make a name for himself through battle. So he left his home on a journey to show people just how much heat he was packing.
  53. Signature Training - I got a 92 Flamethrower (Fire)
  54. Shrimp Boi is now familiar with the Fire type, and learns Flamethrower, Magma Storm, and Fire Lash. He can no longer use Surf
  55.  
  56. Scaly Boi - Male Kommo-o (4 AP) [HP Ice]
  57. Bio: You know they say that all men are created equal, but you look at me and you look at Samoa Joe and you can see that statement is not true. See, normally if you go one on one with another wrestler, you got a 50/50 chance of winning. But I'm a genetic freak and I'm not normal! So you got a 25%, AT BEST, at beat me. Then you add Kurt Angle to the mix, your chances of winning drastic go down. See the 3 way, at Sacrifice, you got a 33 1/3 chance of winning, but I, I got a 66 and 2/3 chance of winning, because Kurt Angle KNOWS he can't beat me and he's not even gonna try!
  58.  
  59. So Samoa Joe, you take your 33 1/3 chance, minus my 25% chance and you got an 8 1/3 chance of winning at Sacrifice. But then you take my 75% chance of winning, if we was to go one on one, and then add 66 2/3 per cents, I got 141 2/3 chance of winning at Sacrifice. See Joe, the numbers don't lie, and they spell disaster for you at Sacrifice.
  60. Signature Move - Sickommo-o Mode (Fighting)
  61. Using Solid energy, Scaly Boi focuses himself, clearing his mental state and refreshing any boosts he had for two rounds, after which they fade completely. Scaly Boi can only use this move once per battle.
  62.  
  63. Alien Boi - Male Elgyem (1 AP) [HP Fire]
  64. Bio: On September 20th, 2019, Alien Boi was successfully freed from captivity after million of Naruto running weeaboos charged the gates of his former prison, Area 51. Now Alien Boi is free to roam the earth, and still keeps in contact with some of the people who helped free him.
  65. Signature Move - They can't stop all of us (Fighting)
  66. Alien Boi uses solid energy to summon a large horde of people who rush the opponent, dealing solid physical damage, with a 30% chance of causing the opponent to flinch. The people cannot be hit by attacks as they are Naruto running, and will dodge around any oncoming moves. If Alien Boi is physically trapped or under the effects of a trapping move, this move does High damage instead and frees Alien Boi of the trapping effect, but loses the flinch chance.
  67.  
  68. Keyring Boi - Female Klefki (1 AP) [HP Ground]
  69. Bio: A true support player, Keyring Boi likes to hang back and help her allies as opposed to fighting directly. But every backline gets rushed or forced in, and Keyring Boi needed a few options to keep herself slippery while maintaining the constant pressure. And the key to constant pressure is constant mindgames, and so she's taken the mindgames to the next level to keep her opponents on their toes.
  70. Signature Technique - Support Momentum (Various)
  71. Keyring Boi can modify any status category move (Anything that comes up as Sts on the move list) into a switching move, using the effects of the move while switching while switching out with another Pokemon. This technique costs 1.25x the energy of the move passed, and Keyring Boi will feel the effects of exhaustion of using that much energy immediately upon re-release. Status moves that provide boosts or buffs will affect the Pokemon switching in, though any existing buffs on Keyring Boi are not passed, while status moves that target the opponent or the field will fire right before Keyring Boi returns to the Pokeball. Protect will block against the effects of incoming entry hazards but not any regular attacks, and Safeguard, Substitute, and Fairy Lock cannot be passed. This technique can only be used going first.
  72.  
  73. Sandy Boi - Male Palossand (3 AP) [HP Ground]
  74. Bio: Sandy Boi, being made of sand, doesn't move around much. Normally, his kind would be content to sit back and shoot from a distance, but Sandy Boi was different. He always imagined what it would be like to move around at will, instead of being limited to the sads below. But where there's a will, there's a way, and Sandy Boi sure has an iron will
  75. Signature Type Change - Howl's Moving Sandcastle (Ground/Flying)
  76. Sandy Boi is now a Ground and Flying type, gaining all the resistences and weaknesses of such. He can now fly by shooting highly pressurized sand below himself, allowing him to achieve flight. Using these sand jets, he can move quickly and hover, but is not very agile and has trouble turning at high speeds. Additionally, any Pokemon near these jets will be afflicted by the effects of Sand Attack. Using these sand jets for extended periods of time will cause him to tire quicker, however. Sandy Boi has additionally learned the moves Fly, Twister, Sky Drop(by engulfing them in his body), and Sky Attack, but loses Destiny bond and is not familiar with the Ghost type.
  77.  
  78. Compass Boi - Male Probopass (2 AP) [HP Water]
  79. Bio: Compass Boi often loves to watch the star, entranced by the shining dots in the sky and the constellations they form. When he was young, he claimed to have seen a powerful being made of constellations, the type of being people could wait for many years for and still never see. That said, Compass Boi continues to dream in the hopes that maybe he too can be a star.
  80. Signature Technique - Celestial Noses (Normal)
  81. Using a move, Compass Boi coats his mini noses in energy, causing them to grow in size and rotate around him. Getting hit by a mini nose deals moderate damage and causing a large degree of knockback, and the sudden orbiting of the noses will normally guarantee at least one hit. The speed of the orbit and high knockback makes moving through the noses very difficult, even for larger Pokemon. However, Compass Boi expands good energy to initially expand his noses, and it costs moderate energy per round they are active, and cannot use his mini noses to attack while this move is active. He can shrink back his noses without using another move, and they will also shrink back if he tires to the point of needing a breather.
  82.  
  83. Sprout Boi - Female Weepinbell (2 AP) [HP Ground]
  84. Bio: Born into a clan of masters to the ancient acidic techniques, Sprout Boi learned at a young age to master various types of acids. Quickly becoming rather accomplished at conjuring basic acids, she began to put her focus into using acid as a way to battle, devising special types of acid that allowed her to break even the sturdiest of opponents. And when her natural typing could only go so far, she quickly learned to innovate, studying her opponents closely in order to perfect a type of acid that could even bypass the natural typing of Pokemon.
  85. Signature Move - Hyper Acid (Grs)
  86. Sprout Boi spits out a bright green acid at her opponent, dealing solid grass damage for significant energy. The acid has the corrosive properties of other acid moves, and reacts with Poison types, dealing super effective damage to them. This attack can be used 4 times per match
  87.  
  88. Ice Cream Boi - Male Vanillish (2 AP) [HP Ground]
  89. Bio: A pokemon keen on trickery, Ice Cream Boi tends to use illusions to help compensate for his overwhelming lack of move variety. His apparent knack at it has also given him an interest in magic, and soon he was rather skilled a controlling what his opponent could or could not see. Little did he know, that brand of skills would soon infesting into his battling style as well, and Ice Cream Boi is more than happy to use deception to his advantage.
  90. Signature Training - Smoke and Mirrors (Ice)
  91. Using good energy, Ice Cream Boi creates 6 mirrors of ice that surround his opponent in a ring, with a large mirror covering the top, similar to Rock Tomb. The space inside the ring is only about a meter in diameter by default, but can be expanded to a larger size, and can be placed around just the opponent, just around Ice Cream Boi, or around both of them together. The mirrors solid, though Ice Cream Boi can pass through them, and are highly reflective, enhancing and reflecting light based moves. They can also reflect Ice Cream Boi's attacks and allow him to strike from unexpected angles. Given that they are mirrors, they can also reflect Ice Cream Boi's image, and Pokemon may attack a mirror image of Ice Cream Boi instead of the real thing depending on their mental state or if they have reduced visibility, though most normal Pokemon should be able to tell the difference with a bit of concentration. If a mirror shatters, the fragments of the ice will fly out towards the opponent dealing mild ice damage for each mirror broken.
  92.  
  93. Plusminus Boi - Female Plusle (1 AP) [HP Ice] @Pinap Berry
  94. Bio: Plusminus Boi while seemingly your average Plusle, is actually a Minun. Or wait, maybe she was always a Minun, but she's actually a Plusle? Either way, Plusminus is actually a pair of Pokemon stuffed into one body, and with the ability to shift between them at will. Originally, she had a lot of trouble controlling her two forms, but with some helpful guidance from a friendly Meloetta, Plusminus has managed to get the hang of controlling her forms, using them in her quest to become a famous idol.
  95. Signature Move - Stan Plusminus (Normal)
  96. Using significant normal energy, Plusminus Boi sings a short melody accompanied with a dance, sending a soundwave that does significant damage. When using this move, this causes Plusminus Boi's form to change between a Plusle and a Minun, gaining the full appearance and SC of her current form. When using this move as a Plusle, her performance is more peppy and energetic, having a 30% chance boosting her own Defense and Special Defense. As a Minun, her performance is more sad and moving, having a 30% chance of lowering their opponents' Defense and Special Defense by 1 stage each. The form change effect can only happen once per round. Plusminus Boi always starts off as a Plusle, but her current form is retained if recalled. Any moves learned by Plusle exclusively cannot be used while in Minun "form", while moves learned exclusively by Minun cannot be used at all.
  97.  
  98. Balloon Boi - Female Drifloon (1 AP) [HP Ground]
  99. Bio: A fun, playful Pokemon, Balloon Boi is a big fan of parties, and what is a party without some special effects? Using her powers of wind, Balloon Boi is quick to become the life of the party, and is intent on spreading a joyful cheer to all of her allies and opponents
  100. Signature Move - Balloon Party! (Flying)
  101. Using major flying energy, Balloon Boi unleashes a volley of balloons at her opponent, dealing major damage. Alternatively, using significant energy, she can also spread the volley in a circle around her, but this spread version only deals significant damage. Both versions also have a 30% chance tangling the opponent in balloons for three rounds. A Pokemon tangled in balloons will suffer a one stage speed drop for as long as the balloons are attached, and if they use an Electric or Ice type move, the balloons will pop, dealing moderate typeless damage.
  102.  
  103. Coffin Boi - Male Yamask (1 AP) [HP Fighting]
  104. Bio: A vindictive spirit assigned to protect a powerful ruler's last remains, Coffin Boi, once pleased with his position, slowly became more and more tired of it. Sitting around protecting the body of a dead person is so hella boring, and thus Coffin Boi took it upon himself dump the remains under wherever he was buried, rising out into the world to roam. Despite this, he's retained a good deal of his patience, preferring to kill his foes indirectly.
  105. Signature Move - The Curse of Ra (Ghost)
  106. Using major energy, Coffin Boi expands energy from his hands, enveloping the arena in energy. For the next five rounds, all damage over time effects from the weather, status, or other effects will deal an extra minor of damage per round per effect, capping at moderate extra damage per round from four separate DoT effects. Coffin Boi can only use this move twice per match.
  107.  
  108. Meteor Boi - Genderless Minior [Orange Forme] (2 AP) [HP Fighting]
  109.  
  110. Snowflake Boi - Genderless Cryogonal (3 AP) [HP Fighting]
  111. Bio: Snowflake Boi exists solely to flex on Cele's virgin Cryogonal. A chad in every sense of the word, he's trained his chains to incredible strength, and can now use them to flex even harder.
  112. Signature Technique - Frosted Flex (Fighting)
  113. Snowflake Boi is now familiar with the Fighting type, and can use the moves Strength, Brick Break, Seismic Toss, Vital Throw, Cross Chop, and Throat Chop all using his chains. He also does not use extra energy to extend his chains anymore. Contact with his body no longer Chills opponents.
  114.  
  115. Trash Boi - Male Trubbish (1 AP) [HP Fire]
  116.  
  117. Top Boi - Genderless Baltoy (1 AP) [HP Dark]
  118.  
  119. Bomb Boi - Genderless Voltorb (1 AP) [HP Ice]
  120. Bio: Bomb Boi blows up big bombs with big booms. Bomm is life for Bomb Boi, and bomb is life for Bolb Boi's opponents. Bomb Boi blows back bad boys with big booms that boom very big, so big that they blast loud and strong.
  121. Signature Technique - Big Booms (Normal)
  122. Whenever Bomb Boi attacks, he has a 20% chance of sticking a bomb on his opponent. Up to three mines can be stuck on an opponent, and Bomb Boi can use good energy to manually stick a mine on his opponent as well. If Bomb Boi attacks an opponent while they have mines on them, the mine will explode, dealing moderate damage if one mine is stuck, significant damage if two mines are stuck, as well as causing the opponent to flinch the first time two mines go off, and massive damage if three mines are stuck, as well as causing the opponent to flinch every time three mines go off.
  123.  
  124. Skull Boi - Male Duskull (1 AP) [HP Fairy]
  125.  
  126. Jellyfish Boi - Male Frillish (1 AP) [HP Fighting]
  127. Bio: Jellyfish Boi is a bit of a recluse, and prefers a life of solitude. Naturally this behavior shows in his battles too, but he's also got a lot of pride, and so he often ends up fighting with himself whether or not he wants to actually battle. His conflicting nature is a bit easier to handle under the guidance of a trainer, however, and he's managed to learn a new move to keep this habit under control.
  128. Signature Move - Blow Raspberry (Water)
  129. Jellyfish Boi uses considerable energy to blow a raspberry at his opponent before retreating into his Pokeball. The raspberry will demotivate the target, dropping their Special Attack by two stages.
  130.  
  131. Snail Boi - Male Shelmet (1 AP) [HP Ice]
  132. Bio: An elderly Pokemon, Snail Boi has become extremely wise for his age. Having been in countless battlers, he knows when, where, and how his opponents will attack, and has devised countless strategies and methods for outlasting his foes. Now, he searches for pupils to teach his techniques to in an attempt to pass on his legacy.
  133. Signature Training - MrJamvad (None)
  134. Snail Boi now has resistance to mind altering effects and curses, and is immune to damage from damage over time effects, though he suffers from the secondary effects from DOT effects as normal. Additionally, whenever Snail Boi enters the field, all opposing Pokemon are humbled by his presence, lowering their Attack and Special Attack by one stage each. Snail Boi may never evolve into an Accelgor.
  135.  
  136. Kick Boi - Male Tyrogue (1 AP) [HP Ice]
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